“The GPU Gems series features a collection of the most essential algorithms required by Next-Generation 3D Engines.” —Martin Mittring, Lead Graphics Programmer, Crytek This third volume of the best-selling GPU Gems series provides a snapshot of today’s latest Graphics Processing Unit (GPU) programming techniques. The programmability of modern GPUs allows developers to not only distinguish themselves from one another but also to use this awesome processing power for non-graphics applications, such as physics simulation, financial analysis, and even virus detection—particularly with the CUDA architecture. Graphics remains the leading application for GPUs, and readers will find that the latest algorithms create ultra-realistic characters, better lighting, and post-rendering compositing effects.
Major topics include
Geometry Light and Shadows Rendering Image Effects Physics Simulation GPU Computing Contributors are from the following corporations and
3DfactoAdobe SystemsAppleBudapest University of Technology and EconomicsCGGVeritasThe Chinese University of Hong KongCornell UniversityCrytekCzech Technical University in PragueDartmouth CollegeDigital Illusions Creative EntertainmentEindhoven University of TechnologyElectronic ArtsHavokHelsinki University of TechnologyImperial College LondonInfinity WardJuniper NetworksLaBRI–INRIA, University of Bordeauxmental imagesMicrosoft ResearchMove InteractiveNCsoft CorporationNVIDIA CorporationPerpetual EntertainmentPlaylogic Game FactoryPolytimeRainbow StudiosSEGA CorporationUFRGS (Brazil)Ulm UniversityUniversity of California, DavisUniversity of Central FloridaUniversity of CopenhagenUniversity of GironaUniversity of Illinois at Urbana-ChampaignUniversity of North Carolina Chapel HillUniversity of TokyoUniversity of Waterloo
Section Editors include NVIDIA Cyril Zeller, Evan Hart, Ignacio Castaño, Kevin Bjorke, Kevin Myers, and Nolan Goodnight.
The accompanying DVD includes complementary examples and sample programs.
Freely available online at http://developer.nvidia.com/object/gp.... Going through this since I've been doing so much GPU-offloading of multibody simulation code recently, and the project I'm starting regarding red blood cell flow will make extensive use of Tesla supercomputers.